Kicked things off, watched the keynote, etc...
People loosely grouped into four circles and discussed ideas. These were collected and put on the projector. Each one got an elevator pitch and we voted on interesting ones (you could vote for any you thought were interesting). After they were sorted, we went down the list and asked if there was anyone who would champion (form the seed of a team) each idea. Then people started congregating into teams, which ended up being suprisingly geographic (based on the original sitting positions).
I ran with the Possession game mechanic that someone pitched and formed a team to work on it. Because of the snow, all we did on site was some initial planning and brainstorming, as well as exchanging contact info.
Dinner at Los Tres Magueyes, talked some more about the jam game as well as Pinin Rodizo, as Mike D and Mike Lee joined us.
Got a mailing list set up and started working, using Steam as our chat/IM system (half had AIM, half had MSN, but everyone had Steam).
Got the game registered on the GGJ website and 5/6 people added to it. Will get Nolan W tomorrow morning. End of the day. Here is the progress on day 1:
Music is in place. Some motion blur to add visual appeal.
Progress after the first draft of the gameplay mechanics are working. Updated sprite artwork.
What a difference a background makes, gameplay improvements.
New art, some of the LAN netcode is in place
Got a call from someone at Icarus. They won't be opening the venue tomorrow either. Guess this is going to be a totally virtual jam.
Might look dinky, but this is the point where we have a full menu system including server browsing! (7:25 PM)
The lobby now has windows login names instead of just IP addresses, both local and remote connections are working. First real pass at state replication is in, but it has some issues (the two quickly diverge). Attack animations and menu sounds are in.
It works!!! Client and server are properly replicating to each other. All of the blind-written attack player code is actually working! You can finally have a positive score.
Added back button to menus, etc... New title screen logo part done. Everyone is wiped out, time to sleep.
The final day. It should be interesting.
Nolan consolidated the replication messages with the tick messages so we send half as many packets. We have a 3 player match that's noticably faster than last night, starting to see glimmers of fun!
End game timer and score board added.
Ocean background, first pass at a mote particle system.
Got in an AI player that is amazingly stupid, so single-player works now.
Here's what the title screen looks like now, showing off the mote particles. The energy cores are in and working.
Checked in fix for last known issue with resetting. Time for final playtesting.